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Component inherit and behavior changes

Good morning all or afternoon,

I have that Scene component having a component inside if itself. First of all, the code in the viewport doesn't work. Second, the same exact code in standalone works perfectly.

Now, when I inherit this code with a blueprint, the behavior change and the attachments aren't working anymore.

 UInteractionSystem::UInteractionSystem()
 {
     // Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
     // off to improve performance if you don't need them.
     bWantsBeginPlay = true;
     PrimaryComponentTick.bCanEverTick = false;
 
     interactRange = 500.0;
 
     setInteractSphere();
     setInteractText();
 
     // Set delegates for range
     interactSphere->OnComponentBeginOverlap.AddDynamic(this, &UInteractionSystem::playerEnterRange);
     interactSphere->OnComponentEndOverlap.AddDynamic(this, &UInteractionSystem::playerExitRange);
 
     if (GetOwner()){
         // Depending on if a Root Component exist, assign or attach the component to Root Component
     if (!GetOwner()->GetRootComponent()){
         GetOwner()->SetRootComponent(this);
     } else {
         this->AttachParent = GetOwner()->GetRootComponent();
     }
 
     interactSphere->AttachTo(this);
     interactText->AttachTo(this);
     }
     
 }

Product Version: UE 4.9
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asked Oct 09 '15 at 07:08 PM in C++ Programming

avatar image

wiwip
91 3 4 9

avatar image wiwip Oct 09 '15 at 07:17 PM

Well.. RegisterComponent(); solved at least part of my problem.

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